/Engine/Source/Editor/UnrealEd/Public/Subsystems/EditorAssetSubsystem.h
Load a Blueprint asset and return its generated class. It will verify if the object is already loaded and only load it if it's necessary.
Found or loaded class.
[UClass](API\Runtime\CoreUObject\UObject\UClass) * LoadBlueprintClass ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )